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This doesn't do anything yet, but sets up the data model handling for frozen combat. The next step is to show combat in the map view, since that will be helpful when debugging the step after that one: resolving frozen combat. This would benefit from caching the Shapely data for SAM threat zones. Right now it's generating them once per tick and the stuttering is visible at max speed. https://github.com/dcs-liberation/dcs_liberation/issues/1680
110 lines
4.2 KiB
Python
110 lines
4.2 KiB
Python
from __future__ import annotations
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import itertools
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import logging
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from collections.abc import Iterator
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from typing import Optional, TYPE_CHECKING
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from game.ato.flightstate import InFlight
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from .aircombat import AirCombat
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from .aircraftengagementzones import AircraftEngagementZones
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from .atip import AtIp
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from .defendingsam import DefendingSam
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from .joinablecombat import JoinableCombat
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from .samengagementzones import SamEngagementZones
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if TYPE_CHECKING:
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from game import Game
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from game.ato import Flight
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from .frozencombat import FrozenCombat
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class CombatInitiator:
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def __init__(self, game: Game, combats: list[FrozenCombat]) -> None:
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self.game = game
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self.combats = combats
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def update_active_combats(self) -> None:
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blue_a2a = AircraftEngagementZones.from_ato(self.game.blue.ato)
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red_a2a = AircraftEngagementZones.from_ato(self.game.red.ato)
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blue_sam = SamEngagementZones.from_theater(self.game.theater, player=True)
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red_sam = SamEngagementZones.from_theater(self.game.theater, player=False)
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# Check each vulnerable flight to see if it has initiated combat. If any flight
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# initiates combat, a single FrozenCombat will be created for all involved
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# flights and the FlightState of each flight will be updated accordingly.
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#
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# There's some nuance to this behavior. Duplicate combats are avoided because
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# InCombat flight states are not considered vulnerable. That means that once an
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# aircraft has entered combat it will not be rechecked later in the loop or on
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# another tick.
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for flight in self.iter_flights():
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if flight.squadron.player:
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a2a = red_a2a
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own_a2a = blue_a2a
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sam = red_sam
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else:
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a2a = blue_a2a
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own_a2a = red_a2a
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sam = blue_sam
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self.check_flight_for_combat(flight, a2a, own_a2a, sam)
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def check_flight_for_combat(
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self,
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flight: Flight,
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a2a: AircraftEngagementZones,
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own_a2a: AircraftEngagementZones,
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sam: SamEngagementZones,
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) -> None:
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if (joined := self.check_flight_for_joined_combat(flight)) is not None:
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logging.info(f"{flight} is joining existing combat {joined}")
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joined.join(flight)
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own_a2a.remove_flight(flight)
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elif (combat := self.check_flight_for_new_combat(flight, a2a, sam)) is not None:
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logging.info(f"Interrupting simulation because {combat.because()}")
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combat.update_flight_states()
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# Remove any preoccupied flights from the list of potential air-to-air
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# threats. This prevents BARCAPs (and other air-to-air types) from getting
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# involved in multiple combats simultaneously. Additional air-to-air
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# aircraft may join existing combats, but they will not create new combats.
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a2a.update_for_combat(combat)
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own_a2a.update_for_combat(combat)
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self.combats.append(combat)
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def check_flight_for_joined_combat(
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self, flight: Flight
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) -> Optional[JoinableCombat]:
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for combat in self.combats:
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if isinstance(combat, JoinableCombat) and combat.joinable_by(flight):
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return combat
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return None
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@staticmethod
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def check_flight_for_new_combat(
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flight: Flight, a2a: AircraftEngagementZones, sam: SamEngagementZones
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) -> Optional[FrozenCombat]:
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if not isinstance(flight.state, InFlight):
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return None
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if flight.state.is_at_ip:
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return AtIp(flight)
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position = flight.state.estimate_position()
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if flight.state.vulnerable_to_intercept and a2a.covers(position):
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flights = [flight]
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flights.extend(a2a.iter_intercepting_flights(position))
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return AirCombat(flights)
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if flight.state.vulnerable_to_sam and sam.covers(position):
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return DefendingSam(flight, list(sam.iter_threatening_sams(position)))
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return None
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def iter_flights(self) -> Iterator[Flight]:
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packages = itertools.chain(
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self.game.blue.ato.packages, self.game.red.ato.packages
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)
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for package in packages:
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yield from package.flights
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